PDX
17-07-2007 21:45:44
Hello,
I've built a house that, for purposes of this project, has to be broken up into small pieces. When I look at it in oFusion, the bounding boxes seem to mirror instead of overlay the actual objects:

I've used the box trick to reset the xform, and that trick has worked when exporting this kind of geometry to other engines. For those who don't know, the box trick is: create a box from scratch at the world origin, attach the objects whose xform you want to reset to the box, then delete the box and separate out whatever objects need to be separate. In this case, all the planks need to be separate, so I explode the Editable Mesh into all the objects you see here.
I usually don't bother with resetting xform via Max's command because it's notoriously flaky in that it looks reset in Max, but isn't reset in the game engine to which you export.
Any thoughts? Many thanks in advance.
I've built a house that, for purposes of this project, has to be broken up into small pieces. When I look at it in oFusion, the bounding boxes seem to mirror instead of overlay the actual objects:
I've used the box trick to reset the xform, and that trick has worked when exporting this kind of geometry to other engines. For those who don't know, the box trick is: create a box from scratch at the world origin, attach the objects whose xform you want to reset to the box, then delete the box and separate out whatever objects need to be separate. In this case, all the planks need to be separate, so I explode the Editable Mesh into all the objects you see here.
I usually don't bother with resetting xform via Max's command because it's notoriously flaky in that it looks reset in Max, but isn't reset in the game engine to which you export.
Any thoughts? Many thanks in advance.